Base Class: Fighter
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Storm Style
Beginning at 3rd level, you gain the ability to store energy, expending it for great use.
Lightning Dice. When you make a melee weapon attack, avoid an attack, move 30ft in a single movement, or take or deal lightning damage, gain a Lightning Die, which is a d4. You can have up to 4 Lightning dice at a time. This increases to 6 at 7th level, 8 at 10th level, and 10 at 15th level.
Storm Moves. By using your Lightning Dice, you can use the following Storm Moves, invoking your stored energy to gain an advantage in battle. When you take this feat, select up to 3 of Storm Moves that you can use at any time. When you take a short or long rest, you can change 1 of them. Some of your Storm Moves require a saving throw, which is calculated as follows:
Storm save DC = 8 + your proficiency bonus + your Dexterity modifier
Storm Step. As a bonus action, expend any number of Lightning Dice to invoke your speed with storm. For each expended, gain an additional 10ft of movement this turn (This movement does not generate Lightning Dice). You do not trigger opportunity attacks this turn.
Volt Stream. As an action, expend any number of Lightning Dice and roll them to manifest a stream of lightning. A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes lightning damage equal to the number rolled on a failed save, or none on a successful save.
Storm's Slash. When you make a melee weapon attack, expend any number of Lightning Dice. For each expended, add +1 to your attack's damage and hit.
Thundercloud Haste. As an action, you can expend 3 Lightning Dice to grant a creature within 30ft that you can see the effects of Haste for 1 turn.
Shocking Spark. As an action, expend any number of Lightning Dice to generate a small yet potent paralyzing spark. The spark deals damage 1d4 + the number of Lightning Dice expended lightning damage to a creature within 60 ft. That creature must make a Constitution saving throw, with the DC being 10 + the number of Lightning Dice expended. The creature becomes paralyzed for a minute on a fail. At the end of each of it's turns, it can make another Constitution saving throw against the same DC to try to break free.
Tempest End. As an action, if you have the maximum amount of Lightning Dice, expend all Lightning Dice, roll them, and teleport to an unoccupied space up to 30ft in any direction. All creatures between where you started and teleported to must make a Dexterity saving throw. A creature takes lightning damage equal to the number rolled times 2 on a failed save, or half as much on a successful save.
Flash Draw
Starting at 7th level, your ties to the storm grant you greater speed and awareness, granting you the following benefits:
.You gain a +3 bonus to initiative
.You gain 10ft of movement
.You can grant yourself advantage on a Dexterity saving throw or ability check. You must take a long or short rest before using this feat again.
Improved Lightning Dice
At 10th level, your lightning dice turn into d6s. At 18th level, they turn into d8s.
Lightning Constitution
Starting at 15th level, your body becomes adapted to the power of lightning. You become immune to thunder and lightning damage, and creatures that you attack with resistances or immunities to lightning damage instead are vulnerable to it
Final Spark
At 18th level, you learn to control the storm in order to survive otherwise impossible odds. When you would take damage that would drop your hit points below 0, you can expend 10 lightning dice to completely avoid the attack
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